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Member Since 20 Mar 2003
Offline Last Active Today, 02:19 AM

DMD 'Ware > Next step: more realistic numbers

Posted polyfrag on 28 April 2015 - 04:04 AM

The next step for the economic sim is using more realistic values and timescales; using actual units of measure for all the resources, inputs, and outputs, and what would be expected for a building/apparatus of such a size. Farm tiles (crop fields) will...

DMD 'Ware > States, Firms, & Households Release

Posted polyfrag on 18 April 2015 - 04:03 PM

I'm releasing on Desura on May 17th.


Check it out if you've been following my economic RTS project. The best part is multiplayer and I hope there will be a big enough turnout of players, or at least some people play with friends. You can read how to play on the given page.

Also there's more information...

DMD 'Ware > Flickering

Posted polyfrag on 10 April 2015 - 12:20 AM

Hello devs. I tested multiplayer with somebody but it appears there's flickering of the game world in play mode. I tested it on my laptop and on a 2007 computer and didn't notice anything. I don't know if this is actual or if the other person just went off the map or something. Can somebody try this exe and say if you have flickering?


DMD 'Ware > Isometric balance

Posted polyfrag on 25 March 2015 - 01:38 PM

Much work later, I achieved a balance that can continue indefinitely, breaking my previous record of 79+ hours, this time without any adjustments or intervention. What does this mean? This means I have a self-stabilizing economic system. The natural mechanic of this is population control. As jobs are more plentiful, income rate goes up, and population inc...

DMD 'Ware > Economy RTS exploration

Posted polyfrag on 05 February 2015 - 04:42 PM

DMD 'Ware > Return Clockwork

Posted polyfrag on 30 November 2014 - 03:01 PM

My economy works! So far I've run it 79+ hours, adjusting and saving here and there. I've fixed bugs that prevented it from continuing longer, in pathfinding and corner cases. Right now I need to do the networking. In the future I also need a modeller and ideas for refinery, gas station etc. My model editor is made for working with 10x10 meter areas and p...

DMD 'Ware > Zombie MO

Posted polyfrag on 11 September 2014 - 12:15 AM

'nuf said.

https://dl.dropboxusercontent.com/u/109630018/temp/pathogenb/aaa000/sofout.png https://dl.dropboxusercontent.com/u/109630018/temp/pathogenb/aaa000/winout.png

DMD 'Ware > New tech

Posted polyfrag on 18 August 2014 - 01:07 AM

I finally got it running at real-time speeds.

Now it's possible to do lots of things. Like a "breakout"-type game. Or making underground bunkers, digging coal, building destruction, etc. Imagine "Cortex Command" but in 3D.

DMD 'Ware > Some results

Posted polyfrag on 13 August 2014 - 12:43 PM

Working on economics. AI, to be specific. Competition now works using an inverse utility function and profit maximization.

Profit maximization is: given a set of "demand points", each with quantity demanded and maximum acceptable price, adjust the price level such that the maximum profit (revenue, actually, so far) is attained. A lower price might captur...

DMD 'Ware > Agent-based economic modelling

Posted polyfrag on 18 July 2014 - 03:48 AM

I don't know whether I'm more interested in economic modelling or making games. I tried to start on an article of my economic model.


In recent years, agent-based economic modeling has been getting more attention in popular journals.
In an August 2009 opinion article in Nature journal titled, "The economy needs agent-based modelling" says, "In t...

DMD 'Ware > 2D conundrum

Posted polyfrag on 15 July 2014 - 01:58 AM

I've been working on the project with my open source buddy and I've started on the economics side of things.


But my partner's graphics card is fried and he's running on integrated now. I spent the last 2-3 days getting the isometric version running.


It runs at 60 FPS on my mom...

DMD 'Ware > Much faster now

Posted polyfrag on 06 July 2014 - 06:47 AM

I've not given up on 3D. The game now runs at 300-500 FPS here thanks to:

- getting rid of several hundred units
- getting rid of shadows and bump mapping
- using VBO
- frustum culling everything
- simplifying the unit models

Maybe now I can do something useful on the gameplay.

I also had an idea. This type of game might be particularly suited for AI-a...

DMD 'Ware > Pixel-perfect orthography

Posted polyfrag on 03 July 2014 - 11:37 AM

Some open source linux enthusiast person has been helping me with my project.


Thanks to his final nudge, the RTS runs on linux now.


Though it's very slow on his Core 2 Duo, mid-range NVidia setup, though he run...

DMD 'Ware > 65,535 characters on one texture

Posted polyfrag on 20 June 2014 - 03:04 AM

Among other things I did, I packed the first 65,535 unicode characters on a single 4096x4096 bitmap font texture. It took 3 hours.